electron84
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Everything posted by electron84
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I'm all for more clothes, but i'm against making clothes only work on a specific gender. Sure, they can look better/worse on a specific gender, but that should be it. What type of clothes doesn't really matter, as long as there's more of it, both practical clothes and fashionable clothes. Should try to have the same amount of female/male clothing, and even more unisex.
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They are already working on resolving this. Can't remember where i read it, but Rocket has stated this somewhere. And the usual, game is in Early Alpha. If there weren't bugs, this wouldn't be an Alpha.
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A forced wait for any period of time is a bad idea. What if the server is having issues? What if server admin has made changes on the server, which require a restart? I agree that the server admins should notify you before they restart the server. If it is scheduled to run automatically, BI might be able to create automated messages, if not, server admins should. (When or if they get access...)
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Use the long range scope of rifles without rifles
electron84 replied to baeksniper's topic in Suggestions
Makes sense to have scopes function the same way as binoculars, it is essentially what they are. -
I've read somewhere on this forum that Rocket doesn't really want a story to describe everything. I wouldn't mind some clues as to what happened though, doesn't have to tell the whole story, just give enough to fuel your imagination. As for stories/missions etc, same as above, Rocket doesn't want it. I'm sure someone will make missions and whatnot when/if modding tools come out.
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Seconded. Also, being able to set preferred loot slots would be nice. So i could get everything in my backpack, and not the slot at the top. Assuming there is space in the backpack.
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I tried the Experimental build the other day. The zombies there are much scarier than on the regular build, and there are lots more of them. Only need respawnable loot.. Taking the zombies away from DayZ would remove one of the biggest aspects of the game. There are other survival games out there without zombies, if you don't want them.
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Pending Changelog: Experimental Branch: 0.42.116002
electron84 replied to rocket's topic in News & Announcements
Most/all has probably been looted. I played a bit yesterday and the only thing i found was empty cans of NotaCola and Spite. The occasional pieces of clothing in the middle of the street and flashlights. -
I vote for more medical kits. Definitely a miltary type, and there should be a trauma kit or something in hospitals.
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Definitely a whip, caves (or do you mean cavities, as in it's painful to eat and/or you can get hemorroids etc?), and some ancient pyramids. We already have the hat, so we're all set for exploring ancient artifacts, looting that one item and destroying them all. Only to have ze germans take it away from us. :-(
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Currently, the zombies are rather weak and more of a nuisance than a threat. I know they are completely re-working the AI for this and i assume they will be quite different than what they are now. Anywho, my suggestion is that you create 4 (or more) different types of zombies, with varying skills and difficulty. Here's a basic outline of what i have thought of so far. 1. Easy - Slow zombies that give chase for a bit before giving up, equal speed as today, and they take some time to kill you on their own. 2. Normal - Slow-ish zombies that give chase for longer, spots you faster, and are slightly more dangerous than the easy one, say 5 hits has a high chance of giving you an infection that you need to take care of. 3. Hard - Fast zombies that attract attention from other zombies some distance away, say 100m. They are able to sprint for short distances. They easily hurt you so that you get infected. They also chase you for a fairly long distance. 4. Insane - Very fast zombies that chase you over long distance. Very easy to spot you by vision/sound/smell(?). Very lethal, one or two hits gives you an infection, a few more leaves you unconcious. These monsters can sprint for a long distance, making fleeing from them difficult and un-wanted. Going melee is dangerous, so you might have to shoot them to get away. They are also very loud, attracting zombies from far away. Now for the complicated portion. Obviously, filling the world with 5000 insane zombies would be way too hard. Instead i propose that the server adminstrator can adjust the amount (in percentage?) of each zombie type, this should be reflected in the server details, this could make it easier for new players to get into the game, and give the more experienced players more of a challenge. Depending on which server they connect to. For players to easily identify the difficulty of the server, it should have a "zombie index", a simple number that tells you the difficulty of the server, this also ties into the loot system, the more difficult the server, the more/better loot you find. Example: 5000 zombies could give this index: 500 easy = 250 points (0,5 points per zombie) 3000 normal = 3000 points (1 points per zombie) 1400 hard = 2800 points (2 points per zombie) 100 insane = 300 points (3 points per zombie) total = 6050 Divide by amount of zombies and you get 1.27. That is a 27% higher chance of finding more/better loot. The math obviously has to be balanced for this to work efficiently. Please discuss this constructively. I'm open for thoughts and ideas. Regards electron
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That is true, but isn't it safe to assume that the 28 year old martial arts instructor is more deadly than auntie Olga who had her 73rd birthday yesterday? I feel it would make it more dynamic, and more accurately portrait the infected.